float4x4 modelMat;
float4x4 viewMat;
float4x4 projMat;

void MyVS(float4 pos:POSITION, float3 normal:NORMAL,
		  float4 col:COLOR, float2 tc:TEXCOORD0,
		  out float4 opos:SV_POSITION,
		  out float4 ocol:COLOR,
		  out float2 otc:TEXCOORD0)
{
	
	opos = mul(pos,modelMat);
	opos = mul(opos,viewMat);
	opos = mul(opos,projMat);
	ocol = col;
	otc = tc;
}

void OriginVS(float4 pos:POSITION, float3 normal:NORMAL,
		  float4 col:COLOR, float2 tc:TEXCOORD0,
		  out float4 opos:SV_POSITION,
		  out float4 ocol:COLOR,
		  out float2 otc:TEXCOORD0)
{
	
	opos = mul(pos,viewMat);
	opos = mul(opos,projMat);
	ocol = col;
	otc = tc;
}



Texture2D diftex;
SamplerState defss
{
	Filter = MIN_MAG_MIP_LINEAR;
	AddressU = Wrap;
	AddressV = Wrap;
};

float4 MyPS(float4 pos:SV_POSITION, float4 col:COLOR, float2 tc:TEXCOORD0):SV_Target
{
	//return col * diftex.Sample(defss,tc);
	return  col;
}

float4 OriginPS(float4 pos:SV_POSITION, float4 col:COLOR, float2 tc:TEXCOORD0):SV_Target
{
	//return col * diftex.Sample(defss,tc);
	return  col;
}


technique11 MyTechnique
{
	pass P0
	{
		SetVertexShader(CompileShader(vs_5_0,MyVS()));
		SetPixelShader(CompileShader(ps_5_0,MyPS()));
	}
	pass P1
	{
		SetVertexShader(CompileShader(vs_5_0,OriginVS()));
		SetPixelShader(CompileShader(ps_5_0,OriginPS()));
	}
}